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How decisive should each combat round be in terms of HP loss/healing?
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<blockquote data-quote="CroBob" data-source="post: 6067071" data-attributes="member: 6683307"><p>Well, I'm designing a game right now, too, so I won't share exactly how I'm dealing with buffs and debuffs, but I do have at least this one awesome suggestion;</p><p></p><p>List every aspect of player abilities or potential abilities, buff and debuff-wise, and give it a meta-game value. That is, that value won't be seen in game, but it's how you determine if a particular thing is worth it, behind the scenes. For example (the exact mechanics are purely for the sake of the hypothetical), if we simply assume that poisons do 1 damage per round until saved against , and your average combatant's attack will do 8 damage per round (after figuring for hit/miss, crits, and any other applicable variables), then we can see that the poison is only worth 1/8 what a normal attack is worth, but then we also have to consider if it only works on the first attack, plus it can be saved against and so is less reliable than raw weapon damage. Further, such a use will assuredly not scale with level, giving it a depreciating value on your list.</p><p></p><p>Exactly what values you end up with depends on your system entirely, but you get the point. I've worked my system so that poisons are <em>almost</em> as effective as a single attack, so I can balance their use against a single, unmodified attack, when working on balancing things out. I had a lot of ideas for buffs and debuffs, but, ultimately, I didn't keep the ones that wouldn't be worth using, and modified the ones that might be worth using until I knew they would be, so I can appreciate someone else trying basically the same thing. This value system I'm working on (and constantly tweaking) makes designing the game significantly easier, since I can just design character abilities to be worth so much and then basically just buy the effects with the value costs.</p><p></p><p>If only I can finally sit down and write up the in-game economy! Every time I do, I start looking up real life values for certain things to compare prices, and I wind up on tvtropes somehow, and then I'm done for the day!</p></blockquote><p></p>
[QUOTE="CroBob, post: 6067071, member: 6683307"] Well, I'm designing a game right now, too, so I won't share exactly how I'm dealing with buffs and debuffs, but I do have at least this one awesome suggestion; List every aspect of player abilities or potential abilities, buff and debuff-wise, and give it a meta-game value. That is, that value won't be seen in game, but it's how you determine if a particular thing is worth it, behind the scenes. For example (the exact mechanics are purely for the sake of the hypothetical), if we simply assume that poisons do 1 damage per round until saved against , and your average combatant's attack will do 8 damage per round (after figuring for hit/miss, crits, and any other applicable variables), then we can see that the poison is only worth 1/8 what a normal attack is worth, but then we also have to consider if it only works on the first attack, plus it can be saved against and so is less reliable than raw weapon damage. Further, such a use will assuredly not scale with level, giving it a depreciating value on your list. Exactly what values you end up with depends on your system entirely, but you get the point. I've worked my system so that poisons are [I]almost[/I] as effective as a single attack, so I can balance their use against a single, unmodified attack, when working on balancing things out. I had a lot of ideas for buffs and debuffs, but, ultimately, I didn't keep the ones that wouldn't be worth using, and modified the ones that might be worth using until I knew they would be, so I can appreciate someone else trying basically the same thing. This value system I'm working on (and constantly tweaking) makes designing the game significantly easier, since I can just design character abilities to be worth so much and then basically just buy the effects with the value costs. If only I can finally sit down and write up the in-game economy! Every time I do, I start looking up real life values for certain things to compare prices, and I wind up on tvtropes somehow, and then I'm done for the day! [/QUOTE]
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How decisive should each combat round be in terms of HP loss/healing?
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